CSR Matters. Spotlight Series Part III: Can we do more? Digitalisation of CSR

The BUZZ words nowadays are Innovative or Digitising¹. So far we have seen how digitising can help in CSR, but there is still more to be done!

As this is the last part of the spotlight series, I hope you enjoyed my thoughts on Corporate Social Responsibility!

Need to catch-up? Look for Part I and Part II on the blog.

A story by Jasminejit

 

According to Jane McGonigal, a world-renowned designer of alternate reality games (ARGs), 3 billion hours per week are spent on gaming globally. With this astounding statistics, she is on a humanitarian mission to design games that improve real lives and solve real problems. As the Director of Games Research & Development at the Institute for the Future – a non-profit research group in Palo Alto, California – she focuses her research on how games are transforming the way we lead our real lives, and how they can be used to increase our resilience and well-being.

Globally, 3 billion hours per week are spent on gaming

Jane McGonigal is known for games that challenge players to tackle real-world problems, such as poverty, hunger and climate change, through planetary-scale collaboration. She believes that these can change the world for the better, as examined in her TED talk below.

 

 

Even before Jane McGonigal started her quest, a variety of companies were already adopting gamification² as a method to increase engagement of their employees and learning within the organisation.

Why is gaming such a big industry?

Gamification focuses on our internal drivers as it influences our intrinsic motivations, together with our performance, competition and altruism. For instance, gamifying going green could introduce an app that calculates the number of steps you have taken and your carbon footprint, and upon collection of an amount of points, the company would plant a tree.

This example drives an intrinsic motivation to be fit and, at the same time, feed the idea of doing good for the environment.

The NGO sector should also cease this opportunity for a greater outcome. The value of gamification holds enormous potential, so we need to cease it now in order to make a wider, more positive impact!

 

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¹ Digitizing is defined as the process of converting material into a digital form that can be processed by a computer. Digitalization and digitization and often used as interchangeable terms. More about the process available here.

² Gamification is defined as the application of game-design elements and game principles in non-game contexts to improve user engagement, organizational productivity, learning and more.